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    Default The Generalist [3.5 Base Class] All of the Feats

    Generalist
    ‘I can do that.’

    Background: A Generalist is someone who favours not one art, but all of them, spreading his time between combat and study, speed and power, magic and might. While they can’t match a mage in study or arcane power, or a warblade with the art of steel, they can hold their own in dozens of little ways. While a Generalist is only amazing to those far below him, they’ll never be without an option.
    Races: While most races see occasional Generalists, they are most prevalent amongst races with extensive natural abilities, as the Generalist’s extensive knowledge allows them to continue working on their natural abilities without sacrificing other abilities.
    Other Classes:Many classes are irritated by Generalists, due to their tendency to dabble. Wizards in particular can consider them unfocussed and directionless. Factotums often find common ground with them, despite their different approaches-while a Generalist keeps competent in all areas, a Factotum generally becomes very good at one thing at any given point.
    Role: Generalists serve as skill monkeys first and foremost, and can serve competently in most other roles. While they can neither blast or heal at all until seventh level, they can provide backup to those tasks. Generalists work best as a fifth party member, or as supplement to another class, shoring up weaknesses and providing options rather than trying to be the best at a single thing.
    Generalists in the World: Generalists are far more common than most would think. Such wide competence is incredibly useful in many careers, including political paths. More than one country is ruled by a canny Generalist.
    Inspiration: I’ve thought for a long time that there should be a class which is ALL OF THE FEATS, and this was me trying to make it a little more interesting. It also works very well with the Fiendish… It renders the last remnants of fighter’s usefulness null and void, which is a feature, not a bug. I am worried that it steps on the Rogue a little too much.

    Alignment: Any.
    Hit Die: d8
    Starting Gold: As Rogue
    Starting Age: As Fighter
    Class Skills-All skills that exist in the campaign are considered class skills for a Generalist.
    Skill Points at 1st level: (8+ Int Modifier) x4
    Skill Points per Level: 8+ Int Modifier

    Generalist
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +1
    +1
    +1
    Bonus Feat
    2nd
    +1
    +1
    +1
    +1
    Bonus Feat
    3rd
    +2
    +2
    +2
    +2
    Always A Chance
    4th
    +3
    +2
    +2
    +2
    Bonus Feat
    5th
    +3
    +3
    +3
    +3
    One In A Million
    6th
    +4
    +3
    +3
    +3
    Bonus Feat
    7th
    +5
    +3
    +3
    +3
    Fudge It I
    8th
    +6/+1
    +4
    +4
    +4
    Bonus Feat
    9th
    +6/+1
    +4
    +4
    +4
    Fudge It II
    10th
    +7/+2
    +5
    +5
    +5
    Balanced Approach, Bonus Feat
    11th
    +8/+3
    +5
    +5
    +5
    Fudge It III
    12th
    +9/+4
    +5
    +5
    +5
    Bonus Feat
    13th
    +9/+4
    +6
    +6
    +6
    Fudge It IV
    14th
    +10/+5
    +6
    +6
    +6
    Bonus Feat
    15th
    +11/+6/+1
    +7
    +7
    +7
    Fudge It V
    16th
    +12/+7/+2
    +7
    +7
    +7
    Bonus Feat
    17th
    +12/+7/+2
    +7
    +7
    +7
    Fudge It VI
    18th
    +13/+8/+3
    +8
    +8
    +8
    Bonus Feat
    19th
    +14/+9/+4
    +8
    +8
    +8
    Fudge It VII
    20th
    +15/+10/+5
    +9
    +9
    +9
    Balanced Approach, Mighty Fudge, Bonus Feat

    Statistics: The Generalist has a medium Base Attack Bonus (3/4 class level), an eight sided hit dice, and average save progression (1+2/5 class level).

    Weapon and Armour Proficiency: Generalists are proficient with simple and martial weaponry, up to medium armour, and shields, but not with tower shields.

    Bonus Feats: At first level, and every even level of Generalist, a Generalist gains a single bonus feat. This can be any feat for which they meet the prerequisites. For feats that require a certain level in a certain class, such as Weapon Specialisation, a Generalist is treated as having a level in that class equal to his Generalist level -4. (Stacking with any actual levels in that class)

    Always a Chance: A third level Generalist will take on any task given to them, and have at least a small chance of success. Whenever they would roll a dice with a bonus equal to less than half their class level, they may increase the bonus to half their class level. This does not apply if the dice does not normally have a bonus to its result. The increase in bonus is considered a morale bonus.
    As a side benefit, they may attempt skill checks even without being trained in that skill.

    This ability counts as the Jack of All Trades feat for the purpose of prerequisites.

    One In A Million (Su): A Generalist of fifth level begins to affect the world around them with the all-encompassing nature of their competence. A natural rolled twenty is always an automatic success on any roll, unless it is literally impossible. (Note that you cannot roll a d20 and announce ‘I try to kill the dragon in one hit!’) In addition, they increase the critical damage multiplier of any weapon they use by one.

    This ability doesn't function on repeat attempts. While something like an attack is slightly different each time, if you attempt to open a door or escape a wall of force with only your hands, only the first attempt is valid for One In A Million.

    (As a note, taking twenty is both a repeat attempt and not a natural twenty, so is disallowed twice over from counting.)

    Fudge It: A seventh level Generalist has learnt, grasped, or stumbled upon arts beyond the mundane, and begun to extend his competence to them. At any level where the Generalist gains a Fudge it level, he chooses a single spell, psionic power, martial maneuver, or similar ability with level no higher than the number of Fudge It he has.

    Spells
    A Generalist gains a single spell known and two spells per day slots of the chosen level whenever he learns a spell. He casts these spell spontaneously. The spell may be arcane or divine as the Generalist chooses, but he must choose Arcane if the spell only exists in arcane form, and vice versa. This decision is made when he chooses a spell.
    Whenever the Generalist chooses a spell at a later rank, he may add one use per day to each previous level. A Generalist has a caster level equal to his class level minus six. A Generalist chooses a single mental ability score when he first learns a spell, and uses that to determine save DCs and additional spells per day based on high ability scores.

    Psionics
    Whenever the Generalist chooses a Psionic Power, he gains that power as a power known, and gains power points equal to twice its power point cost. Thereafter, the Generalist has a manifester level equal to his class level minus six. A Generalist chooses a single mental ability score when he first learns a power, and uses that to determine save DCs and additional power points based on high ability scores. For the purpose of bonus power points, the Generalist’s manifester level cannot be higher than twice his highest level psionic power.

    Martial Maneuvers
    Whenever a Generalist learns a new Martial Maneuver, he actually learns two maneuvers of up to his highest level (meeting all prerequisites, and substituting stances for maneuvers if he desires). He adds one to his maneuvers readied each time. He requires five full minutes to ready his maneuvers. He treats a number of levels of Generalist equal to twice his maneuvers readied gained from this class feature as granting full intiaitor level. He chooses a single mental ability score when he first learns a maneuver, and uses that to determine any relevant DCs.

    Balanced Approach: A Generalist advances in all ways, not excluding any. At tenth level, and again at twentieth, he gains an untyped +1 bonus to his five lowest ability scores. If he has two ability scores tied for the highest, he chooses one of them to not receive the bonus.

    Mighty Fudge (Su): At twentieth level, when in need, a Generalist can call on a truly spectacular ability. Once per day, you may spontaneously utilise a single spell, psionic power, or martial maneuver of your choice, of up to ninth level. This does not need to be the same one day to day. You always use your highest mental ability score to determine the save DCs of this ability.

    Feats
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    Extra Fudge
    Prerequisites: Fudge It class ability
    Benefit: Choose a level of spells, maneuvers, or psionic powers that you already know at least one from. Learn a single additional spell, maneuver, or power from that level, and add a single spell per day/single maneuver readied/power points equal to that power's cost to your allotment.
    Special: You may take this feat more than once. Its effects stack.
    Normal: You stick with what you're given and are greatful grateful for it.
    Did I REALLY make that spelling mistake? Really?
    Last edited by Lix Lorn; 2014-04-03 at 06:35 PM.
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    First Impression: I like it.

    A couple of points:

    1. Average Saves? I see your reasoning here, but Average Saves aren't something we usually do, is it? It's like odd-numbered skills/level.

    2. Does Always a Chance apply to Saves? If so, it models your save progression almost exactly. That'd be an easy way to have that same save progression without resorting to "Average" saves.

    3. A couple of examples for how Fudge It and selecting options works would be nice, to see exactly how slots increase and so forth.

    4. UMD is going to be the Generalist's best friend. Just sayin'.
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    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    It's interesting. At first glance it seems a bit underpowered. A first level spell at level 7 is very hard to make good use of. Obviously makes an excellent skill monkey, but someone is going to have to keep him alive. I don't really see any clear role for him in combat.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Aberrant Feats.

    That's all I will say.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by kharmakazy View Post
    It's interesting. At first glance it seems a bit underpowered. A first level spell at level 7 is very hard to make good use of. Obviously makes an excellent skill monkey, but someone is going to have to keep him alive. I don't really see any clear role for him in combat.
    I thought of this myself. In combat, these guys are going to have a LOT of problems. Such low CL means that these spells will rarely if ever be used as direct-combat spells. This could encourage some interesting behavior, but they will nevertheless wish to avoid combat when they can.
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    Quote Originally Posted by Daverin View Post
    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by Welknair View Post
    First Impression: I like it.
    Thanks.

    A couple of points:

    1. Average Saves? I see your reasoning here, but Average Saves aren't something we usually do, is it? It's like odd-numbered skills/level.
    I don't hold 'this isn't what we normally do' as a statement with any power over what I should do in the future.

    2. Does Always a Chance apply to Saves? If so, it models your save progression almost exactly. That'd be an easy way to have that same save progression without resorting to "Average" saves.
    It applies to everything, but the average saves I think help describe the class. Plus, Always a Chance only kicks in at third level.

    3. A couple of examples for how Fudge It and selecting options works would be nice, to see exactly how slots increase and so forth.
    Good idea, will do.

    4. UMD is going to be the Generalist's best friend. Just sayin'.
    No argument there. xD

    Quote Originally Posted by kharmakazy View Post
    It's interesting. At first glance it seems a bit underpowered. A first level spell at level 7 is very hard to make good use of. Obviously makes an excellent skill monkey, but someone is going to have to keep him alive. I don't really see any clear role for him in combat.
    Well, ideally you use your feats to get some sort of combat competence.

    Quote Originally Posted by Amechra View Post
    Aberrant Feats.

    That's all I will say.
    Yup. xD
    Last edited by Lix Lorn; 2012-06-11 at 01:28 PM.
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Ooh, I can see this class being fun with any of the various feat chains around. As mentioned, Aberrant for mutant fun, any of Pyromancer's assorted chains, or that Fiendish race of yours.
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by Lix Lorn View Post
    I don't hold 'this isn't what we normally do' as a statement with any power over what I should do in the future.

    It applies to everything, but the average saves I think help describe the class. Plus, Always a Chance only kicks in at third level.
    I recognize the usefulness of breaking from established norms, but I try to only do so when the same result cannot be achieved with standard practices.

    Starting at Level 12, the bonus to saves from Always a Chance becomes greater than that from Base Saves. I can definitely imagine this confusing a player, though I suppose they'd only be missing out on a +1 if they didn't realize that they got a higher bonus from AaC.

    The most obvious solution would be to bump them down to Poor Saves, with AaC obtained at first level with specific language indicating that this replaces the listed saves. The problem with this, of course, is how tasty it is to dipping. As-is, a bonus feat spendable on anything you meet the prereqs for looks pretty darn nice. Adding Jack of All Trades on top of that would be too much.

    My suggestion: Instead of "Average Saves", list the bonus that they would get from AaC. If you're breaking from norms, I see no reason not to do it to it's best possible effectiveness. Make the saves listed still relevant past 12th. Even though the class doesn't get the AaC feature proper until 3rd, it makes sense that their Saves would follow that pattern before then.

    Honestly it isn't that big of a problem, though. It's more of a matter of personal preference.
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    Quote Originally Posted by Daverin View Post
    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    No offense but Mighty Fudge seems kinda lame. I know you get a bonus feat at 20th level, and some stat boosts, but honestly I'd rather just have a more interesting capstone.

    Since casters already get 9th level spells before 20, and martial adepts get a capstone IN ADDITION to 9th level maneuvers....
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by togapika View Post
    No offense but Mighty Fudge seems kinda lame. I know you get a bonus feat at 20th level, and some stat boosts, but honestly I'd rather just have a more interesting capstone.

    Since casters already get 9th level spells before 20, and martial adepts get a capstone IN ADDITION to 9th level maneuvers....
    /agree

    Perhaps the ability to use any one Power, Spell or Maneuver of up to 7th level once per day? They would have the power to choose from ANY of these, it wouldn't have to have been one they selected with Fudge It. Now THAT would be capstone worthy.
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    Quote Originally Posted by Daverin View Post
    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by Welknair View Post
    I recognize the usefulness of breaking from established norms, but I try to only do so when the same result cannot be achieved with standard practices.
    Ah, well. I like being different. Besides, average saves helps to demonstrate the all-rounder feel I'm looking for here.

    Quote Originally Posted by Volt View Post
    Ooh, I can see this class being fun with any of the various feat chains around. As mentioned, Aberrant for mutant fun, any of Pyromancer's assorted chains, or that Fiendish race of yours.
    Yeah, I made it for the Fiendish, really. xD

    Quote Originally Posted by togapika View Post
    No offense but Mighty Fudge seems kinda lame. I know you get a bonus feat at 20th level, and some stat boosts, but honestly I'd rather just have a more interesting capstone.

    Since casters already get 9th level spells before 20, and martial adepts get a capstone IN ADDITION to 9th level maneuvers....
    Quote Originally Posted by Welknair View Post
    /agree

    Perhaps the ability to use any one Power, Spell or Maneuver of up to 7th level once per day? They would have the power to choose from ANY of these, it wouldn't have to have been one they selected with Fudge It. Now THAT would be capstone worthy.
    Fair point.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Near as I can tell, at 6th level he is going to be worse than a fighter in almost every way.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    I see some pretty immediate problems with "One in a Million". Namely, Taking Twenty and Epic Level Skill uses. Even if they aren't allowed to Take Twenty, there's currently nothing in place to prevent them from rerolling until they get it (Effectively taking twenty). You may want to give some sort of limiting factor here, unless you want 5th level Generalists being able to weasel through a Wall of Force given two minute's effort.
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    Quote Originally Posted by Daverin View Post
    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by kharmakazy View Post
    Near as I can tell, at 6th level he is going to be worse than a fighter in almost every way.
    Four more skills, better reflex and will saves, can pick from any feats in the game.

    Quote Originally Posted by Welknair View Post
    I see some pretty immediate problems with "One in a Million". Namely, Taking Twenty and Epic Level Skill uses. Even if they aren't allowed to Take Twenty, there's currently nothing in place to prevent them from rerolling until they get it (Effectively taking twenty). You may want to give some sort of limiting factor here, unless you want 5th level Generalists being able to weasel through a Wall of Force given two minute's effort.
    Whoops. I'll add a note that it doesn't work with 'try again' skills.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by Lix Lorn View Post
    Four more skills, better reflex and will saves, can pick from any feats in the game.
    Everyone can pick from just about any feat in the game. At 1-4th level this guy can take the same feats everyone else can. Honestly there aren't that means class specific feats worth taking especially without the relevant class features.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by kharmakazy View Post
    Everyone can pick from just about any feat in the game. At 1-4th level this guy can take the same feats everyone else can. Honestly there aren't that means class specific feats worth taking especially without the relevant class features.
    If I am correct, this was really geared towards feat-chains, which are class-independent.

    And one way or another, it makes sense for there to be a class like this for a nice one or two level dip.
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    Quote Originally Posted by Daverin View Post
    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    You know what would be a cool Fudge?

    The ability to treat yourself as having a number of extra feats in a given feat chain equal to your Fudge number. You can select it more than once, applying it to a different feat chain each time; it doesn't stack with itself, for all those Aberrant feats that let feats of other types count as Aberrant feats.

    At first, it would be weak (+1 feat at 7th level?), but at 20th level...

    You effectively have 7 more feats in that chain. For some of Pyromancer's chains, that translates to insanely nice things.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by kharmakazy View Post
    Everyone can pick from just about any feat in the game. At 1-4th level this guy can take the same feats everyone else can. Honestly there aren't that means class specific feats worth taking especially without the relevant class features.
    This was in comparison to the fighter, which only gets certain feats.

    Quote Originally Posted by Amechra View Post
    You know what would be a cool Fudge?

    The ability to treat yourself as having a number of extra feats in a given feat chain equal to your Fudge number. You can select it more than once, applying it to a different feat chain each time; it doesn't stack with itself, for all those Aberrant feats that let feats of other types count as Aberrant feats.

    At first, it would be weak (+1 feat at 7th level?), but at 20th level...

    You effectively have 7 more feats in that chain. For some of Pyromancer's chains, that translates to insanely nice things.
    That sounds like it could get overstrong. Also a little complex.
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Maybe if you set it up so you got +1 "effective feats" at Fudge It I, +2 at IV, and +3 at VII? Or however you want to arrange it.

    I also notice a lack of shadowcasting. There needs to be a Shadowcasting Fudge option!

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by Amechra View Post
    I also notice a lack of shadowcasting. There needs to be a Shadowcasting Fudge option!
    If we're going down that road, there's a few more you may want to cover:

    Shadowcasting
    Truenaming (Probably Kellus's fix)
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Use Kyeudo's fix; Absolute Limit is an absolute pain in the ass.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by Amechra View Post
    Use Kyeudo's fix; Absolute Limit is an absolute pain in the ass.
    I don't think I've actually read this one!
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    You know, I once had a class called Generalist as well.

    Anyway, I find it odd that a skillmonkey class has no access to Trapfinding. Maybe make it purchasable with one of the bonus feats?
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Excuse me. I'm not a experienced player, but I always see class features "every other level". Is there a problem if you get a bonus feat every level. Seeing as how this generalist seems to focus on the feats quite heavily.

    I am not so good at tiers and comparing but how does this Generalist compare to the Factotum?

    Have you thought of any additional class features you could add to the class? IS there any chance that you might?

    Edit-
    How about making a class feature or feat that allows for the Generalist to change his fudge it each day. Change between Manuevers -> Truenaming -> Shadowcasting ->etc...

    I just remembered someone homebrewed ACFs for the Factotum where you change the Dilatantte ability. There was also a racial PRC (elf-half) with the factotum that opened up Binding, and incarnum I think.

    here
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Ultimately, except for very specific cases where feat chains with stacking effects are involved, having feats every level would not be overpowering.

    In fact, someone once pointed out that, even if you automatically gave the Fighter immediate access to all feats that he qualifies for from WotC official material, it would still be a weak-ish class.

    Factotum is stronger, if only for action ecnomy abuse; this can actually qualify for PrCs and stuff, so there is that...

    And I like the idea of being able to change out a Fudge per day; maybe restrict it only to stuff of the same level?

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by Amechra View Post
    Maybe if you set it up so you got +1 "effective feats" at Fudge It I, +2 at IV, and +3 at VII? Or however you want to arrange it.
    I'm not really comfortable with this idea. Lots of feats are set up to not be accessible until a certain level, and as written, four feats with prereqs (level 5+, 10+, 15+, 20+) could be gotten way before level twenty.

    I also notice a lack of shadowcasting. There needs to be a Shadowcasting Fudge option!
    Never even read the rules.

    Quote Originally Posted by Welknair View Post
    If we're going down that road, there's a few more you may want to cover:

    Shadowcasting
    Truenaming (Probably Kellus's fix)
    Incarnum
    Binding
    Now, I have read the truenaming fix, but I don't remember it well. So yeah, I'm unlikely to write rules for them unless I read the system and get inspired. I'm sure the progression would follow logically.

    Quote Originally Posted by Amechra View Post
    Ultimately, except for very specific cases where feat chains with stacking effects are involved, having feats every level would not be overpowering.
    It would however look very powerful, even if it wasn't. What's more, it'd become incredibly strong in gestalt, which I'm actually concerned about already.

    And I like the idea of being able to change out a Fudge per day; maybe restrict it only to stuff of the same level?
    Honestly, I don't. I can't really explain why, but it might be that I don't like the idea of them constantly changing from day to day. It's meant to be a sustained variety, rather than just having different talents for different tasks.

    As for trapfinding, I considered it, but decided that A: I wanted to leave something for the rogues, and B: I detest traps in general.
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Eh, just have them be an increase without having them count as prereqs.

    And plus, feats that are intended to be acquired after level 20? Those are all labelled as [Epic], which CANNOT be taken before your 21st level. There are a couple ultracheezy, not-actually-rules-legal ways to acquire Epic feats pre-epic, but again, those are TO, and should be ignored when it comes to balance, because at that point, we're talking Pun-Pun.

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    While that's certainly the intended reading, one could argue that if you can take any feat regardless of prereqs, you could take an epic.
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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Well, abilities that let you take feats regardless of prereqs shouldn't exist anyway...

    Wait, were you misreading my suggestion as "you get a bonus feat, regardless of prereqs?"

    Because it's meant to be:

    "You count as having an additional feat of a given feat train for the purpose of how powerful feats from that chain are. This does not actually give an additional feat."

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    Default Re: The Generalist [3.5 Base Class] All of the Feats

    Quote Originally Posted by Amechra View Post
    Well, abilities that let you take feats regardless of prereqs shouldn't exist anyway...

    Wait, were you misreading my suggestion as "you get a bonus feat, regardless of prereqs?"

    Because it's meant to be:

    "You count as having an additional feat of a given feat train for the purpose of how powerful feats from that chain are. This does not actually give an additional feat."
    ...yes, I was. But how many feats are there that base their power of how many feats in the chain you have? I can think of... two.
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    Quote Originally Posted by Thanqol View Post
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